you just need to leave them as they are. the game has been fine for years without mod
3
Double Heatsinks - How to implement them without them being OP'd
Started by WardenWolf, Jul 20 2012 08:35 AM
85 replies to this topic
#81
Posted 04 October 2012 - 05:53 PM
#82
Posted 26 October 2012 - 02:59 PM
saber15, on 03 October 2012 - 05:40 PM, said:
MWLL keeps dual heatsinks from being truly ridiculous by limiting the engine heatsinks to single heatsinks.
So if you have a Vulture with dual heatsinks, the ten (non-listed) heatsinks it's given by the reactor are standard heatsinks, while additional heatsinks are the duals that you pay tonnage (and c-bills) for.
So if you have a Vulture with dual heatsinks, the ten (non-listed) heatsinks it's given by the reactor are standard heatsinks, while additional heatsinks are the duals that you pay tonnage (and c-bills) for.
It looks as if this is what has been implemented in MW:O now as well, though perhaps by accident: http://mwomercs.com/...68#entry1281368
#83
Posted 03 November 2012 - 10:23 AM
Why have any upgrades in this game if you can't stick with the basic idea. We made double heat sinks to speed up the Pen & Paper game so it would allow you have 20+ units and get done in 2 to 3 hours.
This game should be called LRM or SRM easy button and for the rest of you good luck.
This game should be called LRM or SRM easy button and for the rest of you good luck.
#84
Posted 03 November 2012 - 12:28 PM
I may go with something much more radical:
See here for details: http://mwomercs.com/...at-dissipation/
But basically:
1) The Heat Scale becomes much tighter. Even if you had a mech that could dissipate 100 % of the heat it produces, you would suffer heat penalties in that system. The best way to minimize heat penalties then would be to stagger your fire (since alpha strikes adda lot of heat at once, bringing you deeper into the penalties and keeping you there longer)
2) Double Heat Sinks grant double the dissipation, but grant you only half the capacity. That means you could afford firing alphas even less, but you could still sustain each weapon'S rate of fire theoretically.
Overall result - SHS cost you more weight for the same dissipation, but they give you more chances to fire alpha strikes. DHS cost less weight and more crits for the same dissipation, but force you to stagger your fire more.
See here for details: http://mwomercs.com/...at-dissipation/
But basically:
1) The Heat Scale becomes much tighter. Even if you had a mech that could dissipate 100 % of the heat it produces, you would suffer heat penalties in that system. The best way to minimize heat penalties then would be to stagger your fire (since alpha strikes adda lot of heat at once, bringing you deeper into the penalties and keeping you there longer)
2) Double Heat Sinks grant double the dissipation, but grant you only half the capacity. That means you could afford firing alphas even less, but you could still sustain each weapon'S rate of fire theoretically.
Overall result - SHS cost you more weight for the same dissipation, but they give you more chances to fire alpha strikes. DHS cost less weight and more crits for the same dissipation, but force you to stagger your fire more.
#85
Posted 05 December 2012 - 03:46 PM
want to add a quick imput here the game stills asks a mech to have 2 heat skins even when useing double heatsinks -.-
#86
Posted 14 December 2012 - 07:00 AM
I dont understand the calculation of the DHCs. If you choose it in the upgrade-menue,
you'll have a preview of the new loadout (before you buy it).
And with DHCs heat-efficiency is worse.
The text says 40% more efficient @ same number of heatsinks - a.k.a "better".
Got enough slots and tonnage is the same...so, huh?
Standard:
Doubled:
you'll have a preview of the new loadout (before you buy it).
And with DHCs heat-efficiency is worse.
The text says 40% more efficient @ same number of heatsinks - a.k.a "better".
Got enough slots and tonnage is the same...so, huh?
Standard:
Doubled:
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